Rules history

Like all early CCGs, Rage didn't have very detailed rules. Then it had cards which were written horribly unclearly. So White Wolf issued FAQs. The most famous rule which they forgot to publish, even after the first FAQ, was "If no Combat Actions were played in a round of combat, combat ends." The resulting pile of unknowns led to house rules in pockets all around the world. However, as the Rage community has come together online, we needed a set of rules that worked for everyone.

During their time trying to take Rage forward, Azrael produced an updated rulebook and was used as such during its time on CCG Workshop. However, all this online play only highlighted all the rules gaps. The Revised Rules of 2007 attempted to reorganise the rules into a logical order and to cater for all reasonable situations. In conjunction with megagame-changing cards in the fan sets, Revised balanced strategies (especially Frenzy) and bring some logic. It had three flaws:

Some elements were unnecessarily confusing.

It wasn't complete. More holes have been found since.

It was just too long.

This is why the quickstart rules were created. Ideally there will be a middle ground at some point, making the complete rules for consultation only.

The Rage20 rules of 2015 are based on the revised rules but take account of lessons learned from Revised. More rules have been streamlined, other balances introduced and some elements have switched to and from card errata. It is also better indexed and much more searchable.

The 2018 update incorporates a change to Moots & Boardmeetings to make them easier to use in more decks. It also incorporates a lot of FAQ questions and errata into the main rules to make it easier to figure out how multiple effects stack. Rules Books 2018.

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